Plane Sailing said:
Don't forget the fighter feat that makes the situation problematic - if a creature incurs an AoO from a fighter and is hit, it is stopped in its tracks and doesn't get to continue moving.
That is what makes a 'fighter pins and paladin taunts' situation potentially so nasty for the target.
Yes, assuming the fighter's AoOs always hit .
Furthermore, as I said, if the paladin does not shift, he'll eat an AoO from the solo monster as well.
If he shifts, the monster can shift as well as long as his land speed is at least equal to the paladin's.
The fighter can attack the monster if he is adjacent to him, but his attack is not an AoO: the attack comes from "combat challenge", thus it doesn't stop the monster from reaching the paladin ( only Opportunity Attacks stop a monster's movement action AFAIK)
OTOH, this kind of tactic is only effective if you're facing an opponent that's too hard to hit, otherwise the 8 damage/round wouldn't be that significant.
If the monster is so hard to hit, then the fighter's AoOs are less likely to work.
So you're using 2 characters to try and keep a monster pinned, you're limiting the paladin's damage capabilities, and the paladin could trigger an AoO whenever he tries to move away from the monster.
All for 8 more damage/round, that the pally could probably have dealt anyway if he used his smite or any other melee attack instead of a ranged attack? And it only works if the monster doesn't have enough reach, movement or an area attack, so you're not even guaranteed to succeed?
It doesn't seem broken to me, at all ^^'